# [Bf-committers] Particle experiments - looking for feedback

**Leon Turner
**
bf-committers@blender.org

*Wed, 5 May 2004 08:03:50 +0900*

Hi Alex,
I was looking into this a bit yesterday: unfortunately the component
form stuff is not updated where I need it, so I would need to do an
matrix inverse operation.
So the trade off would be 1 one matrix inverse, and 2 point transforms
per object, versus the current system which does 4 matrix transforms
per face.
Any idea where the "break even" point should be: i.e. approximately
how many faces per object I would need before the performance would be
better than the current system?
Cheers
Leon
On Mon, 03 May 2004 23:41:48 +0100, Alex Mole <nal@blueyonder.co.uk> wrote:
>*
*>* Hi Leon
*>*
*>* It should take about the same amount of time to work out the inverse
*>* transform and multiply two particle points as it does to transform four
*>* vertices of a quad [roughly speaking]. However, once the particle has
*>* been inversely transformed, it will work for every face in the object.
*>* So for an object with 50 faces, we're talking 2 inverse transforms vs.
*>* 200 forward transforms. I'd say that'd be a speed improvement ;)
*>*
*>* I don't know enough about the guts of Blender to say for sure, but AFAIK
*>* transforms are stored in component {translation,rotation,scaling} form
*>* as well as a matrix, so you should be able to trivially construct the
*>* inverse transform.
*>*
*>* Again, feel free to ask for advice on this if you want it :)
*>*
*>* Keep up the good work!
*>*
*>* Alex
*>*
*>*
*>*
*>*
*>* Leon Turner wrote:
*>* > Alex - I wasn't sure whether transforming the particle co-ordinates /
*>* > velocities to object space would help much, given that I need to cycle
*>* > through many possible deflection objects. What do you think?
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